
Screenshots

Voidseekers
Sam Lawrence · Published by Sam Lawrence
Content notice: This game contains frightening imagery and sci-fi violence. Corpses and blood may be seen in the environment.
Last updated 27 Sept 2026
Voidseekers is a 1-4 player co-op horror FPS. Shoot, salvage, and survive as you explore corrupted ships in deep space. Get in, take what you can, and destroy the ship to contain the breach, but beware the horrors that seek in the void.
Action, Indie · More free games
Embark on terrifying co-op missions through space aboard Voidseekers. As an action-packed indie game, race against time to salvage resources and destroy breaches before the horrors of deep space claim your crew.
About this game
FEATURES
- 1-4 player co-op
Play alone or join your friends and work together as a crew. Watch each other's backs and make sure no one gets left behind. - Sneak
Go in quietly and try to sneak your way past the sleepers as you prepare your defenses. Find what you can while the silence lasts, but be prepared for trouble. - Shoot
Once it's time to go loud, blast your way through hordes of entities from the void with a variety of weapons. Manage your ammo carefully as your foes grow more numerous and the threat escalates. - Salvage
Explore a variety of maps from massive cargo freighters to compact transports as you search for the vital supplies you'll need. Find keycards to gain access to new areas of the ship, unlock the armory to equip yourself with weapons and ammo, and get the engines running to help hold back the darkness. - Survive
Your activities draw the attention of the things that seek in the dark. Difficulty ramps up as you complete your tasks, and you'll need to stay alert and know when to hide, when to run, and when to fight if you hope to survive. - Complete the mission
There's only one way to close the breach and stop the corruption from spreading. Once you've got everything you can, it's time to detonate the ship. Hold out against the endless horde while you arm the charges, then fight your way back to the shuttle to make it home alive before the charges blow.
IN DEVELOPMENT
This game is still in development. Some features and visuals may be subject to change. This page will update to reflect that as development continues and features are added/expanded.System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Intel i5 or new-gen i3 / AMD equivalent
- Memory: 2 GB RAM
- Graphics: Intel HD 4600
- Storage: 1 GB available space
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
CAPTAIN'S (DEV)LOG: SEPTEMBER 21
{STEAM_CLAN_IMAGE}/44185633/ed44a33357cd83acf5eaeb191fd4ae355b1a326e.png It's that time again! As Halloween draws near, so does the season of spooky games, and I've been hard at work getting ready for it. No promises on a release date just yet, but perhaps there's a demo on the horizon? We'll see! In the meantime, there's been a lot accomplished since the last Devlog. Take a look. - Environment Variety {STEAM_CLAN_IMAGE}/44185633/1594fb331179b7d4d2e942448bad9266955d5e82.png In a game about exploration and atmosphere, it's very important to have some atmospheric environments to explore. If you've been following along here or on Twitter you may already know I'm not using asset packs. Voidseekers is hand-built lovingly from scratch. One of a kind! That's a lot of work for one person, but I think it's well worth it to get my own unique space-horror look and feel. Tilesets make that work manageable for a solo dev and they're incredibly versatile. From huge ships built of mile-long hallways and vast cargo holds, to claustrophobic little access tunnels and cluttered crew areas, the tilesets can do it all. {STEAM_CLAN_IMAGE}/44185633/b5a60fee9764c5215302ff81257379df8971c942.png Texture decals and shaders also help bring a little extra touch of variety to maps without too much extra labor. With a mask texture and a palette-swap shader, you can get a lot of mileage out each map tile. It's not a huge thing, but it makes a difference. Replayability is king for games like Voidseekers, if players can enjoy wandering through the creaking halls of a dead cargo freighter just taking in the sights then I've done my job well before even getting to enemies... - Enemies {STEAM_CLAN_IMAGE}/44185633/14e7ca87e1f4298c7e6436935c5c2d9c309bbd1f.png Speaking of which, we've got more new spooky boys on the way. Pro gamers will likely be able to spot the gameplay mechanic here at a glance. These misshapen new additions to the enemy roster lumber around, just waiting to blow up at some unfortunate...Read full article on Community Announcements (Salti)AnnouncementsOfficial
CAPTAIN'S (DEV)LOG: AUGUST 11
{STEAM_CLAN_IMAGE}/44185633/ed44a33357cd83acf5eaeb191fd4ae355b1a326e.png Well folks, it's about time I did one of these. The voyage to early access continues, and I've been so busy with it that I've been neglecting devlogs here on Steam. But let's start fixing that with a quick look at where things are so far! - Environments {STEAM_CLAN_IMAGE}/44185633/2dabf3bfa7d7874b995a38f5119e74bf1c1407ba.png Tilesets, tilesets, tilesets. I wanted Voidseekers to have its own unique look, which means no asset packs. That's a lot of work for a one-man dev team, so to help with efficiency everything is built into tilesets. These tilesets are broken down into ship "zones" which include hallways/utility areas (done), cargo (done), crew quarters (done), engineering (almost done), and the all-important helm/instrumentation areas (coming up). Next up will be fleshing all these areas out with props and such, which should be a lot of fun. Post-launch I hope to add more areas to continue expanding the environmental variety. Eventually, I'd also love to make a procedural map generator, but those are later on the to-do list. - Enemies {STEAM_CLAN_IMAGE}/44185633/78f9e87b802e63c6c35b92eaf6e5587e8434e411.png Next up, the all-important mooks; the void-corrupted remnants of lost crews. These are the generic enemies you'll see the most of while playing. If the ship is powered down, they'll begin the mission dormantly staring off into the stars. They aren't much of a threat individually, but the real problem comes if you start waking too many of them up with lights, activity, gunfire, movement, or basically anything else that disturbs the stillness of deep space. Conveniently, player customization is something I already planned for, so armor pieces are modular. This means our not-so-friendly enemies here can spawn with an assortment of different armor pieces that can make for a more challenging target. Helmet? Going to have to break that before you can get that rewarding headshot. Chestpiece? Take...Read full article on Community Announcements (Salti)






